[RELz] A Brotherhood Renewed

Post » Fri Apr 29, 2011 5:56 am

Nope. TAS doesn't touch Hackdirt Caverns. I don't see anything in that package list that would either. Ivellon replaces one chest down there, but touches nothing else. The only real way to know for certain though would be to run TES4Edit with all your mods active and see if anything is touching CELL 000280B0, and if so, whether or not it's affecting the path grid in that cell.

If nothing is, then it's just one of those one-offs the game is famous for. There's not a lot that can be done about those.
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Luis Reyma
 
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Post » Thu Apr 28, 2011 11:29 pm

Yep I think this is a one-off too, going to have a look with TES4Edit, but I dont think I will find anything... If I do will let you know.
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JUan Martinez
 
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Post » Thu Apr 28, 2011 10:05 pm

I didn't read through the whole thread, but this is compatible with better Cities right?
Looks like a great mod :D
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hannaH
 
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Post » Fri Apr 29, 2011 7:27 am

I never had a problem with it running bc.
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Emma
 
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Post » Fri Apr 29, 2011 8:18 am

Hi, does the mod add any repeatable quests/contracts that can be done for gold? If not, anyone here know of any mods that add such a thing for Dark Brotherhood and is hopefully compatible with this mod?
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Lizs
 
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Post » Fri Apr 29, 2011 6:24 am

Version 1.0.9

* Missing mesh in one of the alternate sanctuary entrances.
* A wall piece for the new Cheydinhal sanctuary addition was rotated into the wrong position, leaving an open gap.

No, this mod does not add any new contracts. I know there's a couple that probably do, but I can't think of what they are right now.
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Kerri Lee
 
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Post » Thu Apr 28, 2011 11:08 pm

:thumbsup: Installing :)
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Lakyn Ellery
 
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Post » Fri Apr 29, 2011 8:53 am

Hey arthmoor, is http://www.tesnexus.com/downloads/file.php?id=25689 mod compatible with your mod? They both add quests to arquen after the main DB quest, if not can you make a patch pleaseee :sad:.
Or better yet, you could include it in your next version, according to its WIP thread in this forum, Pluke (the author) quit oblivion and his mods around 2 years ago.
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christelle047
 
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Post » Thu Apr 28, 2011 11:44 pm

It should be compatible. Since it relies on Arquen being there, she should end up with options for both mods. I'm not going to incorporate it since that's not something everyone would want, and the original author left no standing permission behind for anything. Even that Nexus entry is pushing things given the new policy there.
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Eve(G)
 
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Post » Fri Apr 29, 2011 10:55 am

Ok, I thought since both mods messed with arquen, there would have been conflicts. I guess there is no need to add it to the mod if they are both compatible. :nod: Its a shame the mod was abandoned though. Its a perfect roleplaying setting for a DB char.
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Tiff Clark
 
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Post » Fri Apr 29, 2011 6:14 am

Whew, took me a while to find this thread. I swear the search function is broken. o.0

I've cleared out all of the sanctuaries, and am now recruiting members to lead them. I decided to start with the Leyawiin sanctuary and Arquen gave me the option of either following her own recommendation or allowing me to recruit Scar-Tail. I chose to elect Scar-Tail (even though I couldn't remember for the life of me who he was :o) and set out to Bog Water to pick him up. Upon arriving at his camp... he's nowhere to be seen. I've waited there for 24 hours and he still hasn't shown up.

I did some reading up on the character and the role he's intended to play in this mod, and I'm now wondering if I killed him earlier on. So either he's missing when he shouldn't be, or this mod gave me the option to recruit a dead guy. Something fishy is going on, just not sure what. Is anyone aware of any issues with Scar-Tail in this quest mod?

Aside from that, this mod is incredible. Had to ask google where the hidden switch in Sideways Cave was, but this questline really adds to the DB experience, continues a story that felt incomplete, and fits perfectly into Cyrodiil's lore. I always wondered where those other sanctuaries were that I kept hearing about.
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Ladymorphine
 
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Post » Fri Apr 29, 2011 8:03 am

You could try getdeadcount 3558A in the console. If he's dead already, that will return 1. If it's 0, then he might be disabled or something. You could try moving him to you if he's alive.

I thought Arthmoor checked and didn't offer the option to hire him if he was dead already, but I could be mistaken (it happens occasionally :))
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Johanna Van Drunick
 
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Post » Thu Apr 28, 2011 9:11 pm

What version of the mod are you running? Problems with hiring Scar-Tail should have been resolved long ago. In fact, the mod goes out of its way to make sure he's alive and well and marked essential if he was there at the time it was installed. Or marked in the script as dead and gone if you either never did the quest he's part of or if you killed him earlier.
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xx_Jess_xx
 
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Post » Fri Apr 29, 2011 12:44 pm

You could try getdeadcount 3558A in the console. If he's dead already, that will return 1. If it's 0, then he might be disabled or something. You could try moving him to you if he's alive.

I thought Arthmoor checked and didn't offer the option to hire him if he was dead already, but I could be mistaken (it happens occasionally :))

Ooo, I'll try that out, thanks. Not sure what the command is for moving him, but I'm sure I can find that out quickly enough. I'll report back in a bit.

What version of the mod are you running? Problems with hiring Scar-Tail should have been resolved long ago. In fact, the mod goes out of its way to make sure he's alive and well and marked essential if he was there at the time it was installed. Or marked in the script as dead and gone if you either never did the quest he's part of or if you killed him earlier.

The rar file has the number 31773 at the end of it, if that's the version number?

UPDATE: getdeadcount returned 0, so presumably the lizard is just skulking around somehwere, or taking a bath. Trouble is, typing Player.moveto 3558A wouldn't work, and neither would 3558A.moveto Player. I would have expected one of them to do something... Is that the wrong code? Or is Scar-Tail really good at hide and seek today?
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Dylan Markese
 
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Post » Fri Apr 29, 2011 2:04 am

You can find the version in the readme. Arthmoor updates the changes section so you can verify the version that way.

You have to use the ref ID for moveto. GetDeadCount works with the base ID, but moveto works with the specific reference. So try 3558D.moveto Player. If he's just gotten stuck somewhere, that would explain why Arthmoor's checks didn't work. I know they normally do because I use Whispered Warning to spare some of the DB members during purification and I didn't get the option to use the ones I had terminated. I did get the option ok for the ones I had spared.
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Frank Firefly
 
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Post » Fri Apr 29, 2011 4:17 am

You can find the version in the readme. Arthmoor updates the changes section so you can verify the version that way.

You have to use the ref ID for moveto. GetDeadCount works with the base ID, but moveto works with the specific reference. So try 3558D.moveto Player. If he's just gotten stuck somewhere, that would explain why Arthmoor's checks didn't work. I know they normally do because I use Whispered Warning to spare some of the DB members during purification and I didn't get the option to use the ones I had terminated. I did get the option ok for the ones I had spared.

That gives me the message "Script command '3558D.moveto' not found"

Also, the version is 1.0 - initial public release. Perhaps the problem lies there? I did download this mod a while ago and leave it stewing in the background for when I got around to the DB questline. Then again... if I get a positive check on this guy being alive, shouldn't he be able to teleport to my location regardless of the mod version?

Thanks for your help.
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Stephy Beck
 
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Post » Fri Apr 29, 2011 12:04 am

I would definitely get the latest version. I helped Arthmoor with some testing and we discovered that there's a major problem with one of the quests. Mind you, if you've cleared out the sanctuaries already, some of the bug fixes won't help as much. But I'd still get the latest version and see if that helps.

Lastly, I haven't used moveto in a bit. Try this if you still need to find him after upgrading:
prid 3558D
moveto player

Prid sets the current reference. After doing prid, you should see "Scar-Tail" printed at the top of your screen.
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RObert loVes MOmmy
 
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Post » Fri Apr 29, 2011 11:51 am

I would definitely get the latest version. I helped Arthmoor with some testing and we discovered that there's a major problem with one of the quests. Mind you, if you've cleared out the sanctuaries already, some of the bug fixes won't help as much. But I'd still get the latest version and see if that helps.

Lastly, I haven't used moveto in a bit. Try this if you still need to find him after upgrading:
prid 3558D
moveto player

Prid sets the current reference. After doing prid, you should see "Scar-Tail" printed at the top of your screen.

Ok, I'll definitely update and then give that line a whirl.

I have just tried switching the previous line around though, to stranger consequences. Player.moveto 3558D worked, and ported me to the quest marker at Bogwater camp. Of course, Scar-Tail still wasn't there. I toggled collision to check inside the rock I was standing next to, and below ground, as well as looking in the sky for a brief moment, but he's still nowhere to be seen! Hopefully an update fixes the problem :P



EDIT: Updated to the latest version, Scar-Tail is still invisible when I port to him, and although using prid allows me to port him to my character he's still invisible then too. And it's not a spell effect invisibility. If it weren't for the green quest marker I'd never know he even existed. So, :ahhh:

This is well and truly bizarre. I've looked through my list of completed quests and noticed that The Renegade Shadowscale, the quest he appears in, isn't listed. Is it possible to miss that quest? I have close to 150 hours logged on this character so it's hard to remember what I have and haven't done. But if I haven't completed the quest, then that could explain why getdeadcount returns a 0, and perhaps the character is only spawned when the quest begins. So the quest marker just points to the character's spawn point, rather than Scar-Tail himself? I might have to return to Arquen and settle for her recommendation, if that's still an option at this point. To be honest, Scar-Tail seems so unreliable at this point that giving him a leadership position seems like a bad managerial decision :P
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sam smith
 
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Post » Fri Apr 29, 2011 3:39 am

Yes, you definitely need the update then as one of the huge bugs was fixing the very mess you're having with Scar-Tail. His hire option would show up if he wasn't dead - but that hadn't also taken into consideration the possibility you'd never met him to begin with. In the changelog, version 1.0.3 is the last update to mention anything to do with Scar-Tail, and no further problems had been reported since then.

In your particular case, it sound like you hadn't ever met him before. Either because you didn't take the DB quest he's involved with, or because you did but never pursued it far enough. Since he isn't dead, he's probably just disabled. Using the console:

prid 3558d
enable

If you're in Bogwater when you do this, he should fade into view at some point, but talking to him may be a bit awkward and out of place at first.

EDIT: Yes, "The Renegade Shadowscale" is an optional quest, given out by Tienavva in the sanctuary. The quest becomes unavailable after the Purification. It's that quest that would have enabled Scar-Tail.
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Beast Attire
 
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Post » Thu Apr 28, 2011 9:54 pm

Whew! That did the trick! At least I learned a few new things about the console today :P

Thanks for your help Arthmoor and Andalaybay. I'd better check over my other quest mods for updates...
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Tiffany Holmes
 
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Post » Fri Apr 29, 2011 8:40 am

I just finished DB quest some days ago, and I have got my very first visit of a certain DB courrier while I was in ... Mackamentain Ruin.
This first touche give evidence of a professionalism at making the mod; I will play the mod in the next days and then go to endorsemant.
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Kat Ives
 
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Post » Fri Apr 29, 2011 8:19 am

I think I have foud a bug. After speaking to the necromancer Sanjani (and opted to deal with the chapel members) in Bruma Cavernes, the lichs lord and undeads (I forgotten to kill previously) are no more aggressive!!! I even attempted to speak to an Undead lord and he said: "I HAVE NO GREETING".
Also some others points, DarkBrotherhood guild should be something highly secret, how can common people (one in Anvil Docks and an Inn keeper at Bravil) know the secret DB password? and then give you keys to the sanctuaries. Also a guard at Bruma was aware of Bruma cavern problem too (and maybe the old DB sanctuary too).
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Nicholas
 
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Post » Fri Apr 29, 2011 10:57 am

That's not a bug. Sanjani reigns in her minions once you're on friendly terms with her. What's a bug is that you're even able to talk to an undead at all - that's not normal. "Undead lord" also isn't one of the creatures from ABR, so that's being introduced through some other mod and I'm not familiar with them.

As far as the DB being ultra-secret, the legion knows about them, they have a prisoner in the IC Bastion that was caught performing the ritual, and the general population is fully aware they exist. Also, did you notice the vanilla load screen that tells you the Count of Cheydinhal knows about the sanctuary there but is keeping quiet?

As you played through the vanilla quest, were you aware of everyone in the organization? Did you know who was and wasn't affiliated with them? Of course not.

With ABR, you're the Listener. Arquen was (and still is) a Speaker for the Black Hand - the DB elite leadership. She knows all the details, and would naturally be able to fill you in on the stuff you didn't know about before. Like how some common guy in Anvil is keeping the DB's secret. Or how the innkeeper in Bravil knows about you. As for Bruma, considering the previous sanctuary was destroyed in a rather violent way, it's hardly surprising the guards would know about it and be keeping it a secret from the general population. It's not the kind of thing they'd be gossiping about unless someone comes around asking questions.
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Bek Rideout
 
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Post » Fri Apr 29, 2011 5:44 am

These were only some remarks from me (in the hope) to improve the mod. I have nothing to say about the sanctuaries build and architecture, they are way better than what have done Bethesda in Vanilla Oblivion. I recognize too this part of Bruma cavern was also added to TIE (and of course I presume you are the one behind this).
The lich and andead lords are from MMM because I'm playing at high level (31). Also the marauder in the Imperial City sewers were almost all wearing Ebony armors something which is not common for peoples using overhauls like OOO or Francesco.
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yessenia hermosillo
 
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Post » Fri Apr 29, 2011 6:35 am

For me for some reason aaaDBBrumaSanc stopped at stage 50:
Sanjani recuirted as Bruma speaker; I reported this to Arquen and I got a journal log update about what she concluded. But when I returned to Sanjani I found the minions have become again hostiles and when I spoke to Sanjani she told me she need more time to recruit for the new sanctuary.
I waited one day, two day, even finnished Choroll sanctuary, but Bruma Sanctuary remained at the same state.

Then I opened the console command and entered:
SetStage aaaDBBrumaSanc 100

which solved my issue. I found new recruits with non generic names (amongst them Redna) but they have not the option to be followers via dialog.
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Spencey!
 
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